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This is a sorta historical overview of Oni modding, that also offers some insight in the basic elements of modding and into the potentials and perspectives. | This is a sorta historical overview of Oni modding, that also offers some insight in the basic elements of modding and into the potentials and perspectives. | ||
==Scripting== | ==Scripting== | ||
[[BSL]] scripts are text-based, human-readable definitions of level logic, and so they were the very first way that Oni was modded by fans. The lack of documentation was somewhat compensated by the possibility to rip the names and descriptions of the [[BSL:keywords|keywords]] and | [[BSL]] scripts are text-based, human-readable definitions of level logic, and so they were the very first way that Oni was modded by fans. The lack of documentation was somewhat compensated by the possibility to rip the names and descriptions of the [[BSL:keywords|keywords]] and preset [[BSL:variables|variables]] and [[BSL:functions|Functions]] from the engine. Despite the popularity and relative ease of scripting, BSL tutorials and guides have remained virtually non-existent for years, so that scripters are largely self-taught. Also, BSL is perhaps the most bug-ridden piece of Oni's engine. This starts explaining why no "expert scripters" have produced a consistent "course on BSL" yet. | ||
One could point out three popular classes of scripts: original level logic with minor changes (e.g., cloned enemies, as in The Immortality or Titan Mode); "tournaments" (epic encounters one after another and not much of a plot, like "Mountain Rally", "Tournament in Real Time"); totally new objectives and mission layouts (e.g., Mariachi Bear's alternate storyline). Those last ones are typically more elaborate, but fully original scripts are all the more prone to bugs. The first two are easier to set up, but extreme situations tend to overload the engine (as in [[Blam]]!) in ways that the scripters usually don't control. | One could point out three popular classes of scripts: original level logic with minor changes (e.g., cloned enemies, as in The Immortality or Titan Mode); "tournaments" (epic encounters one after another and not much of a plot, like "Mountain Rally", "Tournament in Real Time"); totally new objectives and mission layouts (e.g., Mariachi Bear's alternate storyline). Those last ones are typically more elaborate, but fully original scripts are all the more prone to bugs. The first two are easier to set up, but extreme situations tend to overload the engine (as in [[Blam]]!) in ways that the scripters usually don't control. |